Path: chuka.playstation.co.uk!news From: Byron@snsys.com (Byron Atkinson-Jones) Newsgroups: scee.yaroze.freetalk.english,scee.yaroze.beginners,scea.yaroze.freetalk Subject: Re: Assigning texture maps to 3D objects at runtime? Date: Tue, 12 May 1998 09:25:14 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <355814cd.1014568@news.playstation.co.uk> References: <34E72D24.691CD1E4@access.ch> <34E902FE.4224@charlie.cns.iit.edu> <34E96F7C.3E149E37@access.ch> <6cf7fj$beo39@chuka.playstation.co.uk> NNTP-Posting-Host: byron.snsys.com X-Newsreader: Forte Free Agent 1.11/32.235 Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:908 scee.yaroze.beginners:261 scea.yaroze.freetalk:633 On Wed, 18 Feb 1998 18:01:09 -0000, "SCEE" wrote: >Hi, > >If you want to apply an animated texture to a TMD, the easiest way is >probally to have the animation frames in main ram, and download one frame at >a time ( using LoadImage ) before drawing, so the GPU draws the same TMD >each time with the same VRAM info, but the graphics change. >Any other way does involve poking around with the innards of the TMD >structure... > >Cheers, > >Colin. > Can you also adjust the translucency levels (i.e from opaque to totally transparent)? I would rather poke at the TMD structure directly, where would I find the info to do this and what am I looking for. For sprites you did this by altering the r, g, and b fields to adjust brightness. I am assuming that the same thing is true for TMD's. Cheers, Byron